Mark Shaun Rushow
Insider
@Madoc
An idea to toy around with would be to move the camera align key from space bar and make it a toggle function on another key; to assign Dash to the 'spacebar' + in whichever direction is being held.
I use the align key a lot in fights it is just too difficult to try and fight with the camera not behind me. So I would need a way to still keep the camera behind me. I like the idea of toggling it on and off rather than having to keep micro managing it as I do now in between swings which can cost me dearly and sometimes make myself face the wrong direction.
In out of combat mode the player can still have direct control by holding the key and moving the mouse like normal which would automatically toggle the auto align off until toggled back on by the player.
This to me sounds like a real good balance between all things. Dashes would feel more natural like jumping. I assume at this point there isn't any jumping planned.
I also have an idea on the cursor control that wouldn't defeat the idea or take away from it; but make it much easier, as well as even making the controls compatible with controllers, if anyone was interested in doing so. Often times the cursor is lost to me and I have to spend precious time searching for it and getting it back in the fight. While in combat mode the cursor stays within a designated radius of the player. Also potentially making things a little snappier on the players side. During combat there just isn't any use for the cursor to be any further than any kind of interactions the player can make within the environment. Unless of course this would hinder future additions in the system we are unaware of.
Crouching in combat is awesome I hope for some methods of using it to my advantage for it is also a risky move that gets me inside my opponent's defenses if I am successful.
In the first area of the Arena a trainer padded and the player padded using blunt weapons could have a bout taking no damage that lasts until the player is ready to move on to an actual match.
It would be nice in the final version of Exanima that whatever the player earned in the Arena could be found in an appropriate chest in the dungeon / campaign. I'm sure it wouldn't be difficult to tie in some reasoning for this into the story. This would encourage players to at least play through some of the Arena mode first. And would reward those that did for however far they were able to get.
In Lords of the Fallen there is a nice visual aid given when the player times their attacks properly to maximize the efficiency. This is a good idea to help train the players brain and let them know when they did the timing right instead of thinking and wonder; yeah I guess I did it. It is little more than a sheen on the blade and a sound cue. This is something worth considering.
Often in the heat of combat I am unsure whether I dealt damage to an enemy combatant or if I received damage. Even the audible sounds made can only tell me someone received a blow but can leave the player guessing as to whom in tight situations. This means in order to know I have to look down and away from the fight for a brief second. A slight screen flash could easily remedy this as well as adding a sort of shock value to the player.
A simple small blur could be added to the screen working its way inward as more damage is accumulated with a small pulsating of a heartbeat as death draws near. This is all subtle and adds an added layer of realism and feedback that can be very important as well as tense.
An idea to toy around with would be to move the camera align key from space bar and make it a toggle function on another key; to assign Dash to the 'spacebar' + in whichever direction is being held.
I use the align key a lot in fights it is just too difficult to try and fight with the camera not behind me. So I would need a way to still keep the camera behind me. I like the idea of toggling it on and off rather than having to keep micro managing it as I do now in between swings which can cost me dearly and sometimes make myself face the wrong direction.
In out of combat mode the player can still have direct control by holding the key and moving the mouse like normal which would automatically toggle the auto align off until toggled back on by the player.
This to me sounds like a real good balance between all things. Dashes would feel more natural like jumping. I assume at this point there isn't any jumping planned.
I also have an idea on the cursor control that wouldn't defeat the idea or take away from it; but make it much easier, as well as even making the controls compatible with controllers, if anyone was interested in doing so. Often times the cursor is lost to me and I have to spend precious time searching for it and getting it back in the fight. While in combat mode the cursor stays within a designated radius of the player. Also potentially making things a little snappier on the players side. During combat there just isn't any use for the cursor to be any further than any kind of interactions the player can make within the environment. Unless of course this would hinder future additions in the system we are unaware of.
Crouching in combat is awesome I hope for some methods of using it to my advantage for it is also a risky move that gets me inside my opponent's defenses if I am successful.
In the first area of the Arena a trainer padded and the player padded using blunt weapons could have a bout taking no damage that lasts until the player is ready to move on to an actual match.
It would be nice in the final version of Exanima that whatever the player earned in the Arena could be found in an appropriate chest in the dungeon / campaign. I'm sure it wouldn't be difficult to tie in some reasoning for this into the story. This would encourage players to at least play through some of the Arena mode first. And would reward those that did for however far they were able to get.
In Lords of the Fallen there is a nice visual aid given when the player times their attacks properly to maximize the efficiency. This is a good idea to help train the players brain and let them know when they did the timing right instead of thinking and wonder; yeah I guess I did it. It is little more than a sheen on the blade and a sound cue. This is something worth considering.
Often in the heat of combat I am unsure whether I dealt damage to an enemy combatant or if I received damage. Even the audible sounds made can only tell me someone received a blow but can leave the player guessing as to whom in tight situations. This means in order to know I have to look down and away from the fight for a brief second. A slight screen flash could easily remedy this as well as adding a sort of shock value to the player.
A simple small blur could be added to the screen working its way inward as more damage is accumulated with a small pulsating of a heartbeat as death draws near. This is all subtle and adds an added layer of realism and feedback that can be very important as well as tense.
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